- Updated Weapon Deviation for all weapons, hand held and stationary/mounted, has been completely overhauled to be more realistic. This includes the speed and techniques used for reloading, sighting in and deploying the weapons. Weapons are more accurate but still retain great advantages for firing in a stationary position.
- Updated limited kit request system - kits can now be requested from Faction-Specific Supply Crates and friendly APCs. Kit request removed from Forward Outposts and Rallypoints
- Added new logistics system, with 2 man trucks supplying crates that are necessary to build Forward Outposts as well as request kits. These trucks also deploy repair stations for vehicle repairs.
- Added and improved new 1st person weapon animations for nearly all handheld weapons.
- Decreased kit allocation times, infantry kits now take 5 minutes to return to the request pool after disappearing from the game world.
- Increased automatic rifleman max kits on a team from 3 to 6.
- Increased soldier sprint times and distances. Soldiers can now sprint continuously for 30 seconds, taking 90 seconds to regain all stamina back.
- Decreased transition time from prone to crouch stance
- Increased wounded time to 3 minutes.
- Added new ticket penalty system for destroying vehicles (jeeps/trucks -2 tickets, transport helicopter/apc/recon -5 tickets, tank/ifv/jets/attack helicopters -10 tickets)
- Updated Vehicle repair system - vehicles can now repair and reload at the new Vehicle Depot located at the main base. Vehicles can also get repaisr from repair stations. Wrench no longer repairs vehicles.
- Removed Jeep spawning from Forward Outposts
- Updated Wrench to now remove landmines, tripflares and grenade traps.
- Updated the overheating system on HMG's, cool down timer is now much longer for all .50 caliber weapons.
- Updated Scoring system, score for a player who has 2 punished teamkills will get his score reset to 0 (retaining all negative teamwork score).
- Added new incendiary grenade, which primary role is destroying enemy deployable assets such as Forward Outposts, HMGs, AA, foxholes and razorwire, as well as unmanned trucks and jeeps.

[B]Insurgency (INS)[/B]
- Updated insurgent spawn timers, wounded insurgents can now be revived by epipen
- Updated ammo cache weapon spawns, on Iraqi Insurgent maps ammo caches spawn 1 Al-Quds RPK, 1 PKM and 1 RPG-7
- Added kit request ability to ammo caches on Insurgency maps with the Taliban faction
- Added rallypoint system for Taliban faction
- Added insurgent spawn points on all unrevealed ammo caches. When an ammo cache gets revealed the spawn point is deleted after 2 minutes
- Updated Intelligence Points System. Intel does not accumulate when all 3 caches are revealed.
- Updated Civilian ROE system: civilian player is flagged for 1 minute when equipping the medic bag and epipen, during this time the BLUFOR will not receive penalty for killing civilian player
- Updated ammo cache armor, cannot be destroyed by small arms and takes many grenades to destroy now, primary way to destroy ammo cache now will be with incendiary grenade

[B]Command and Control (CNC)[/B]
- Removed Main Base flag captures
- Added new ticket bleed system: build all 4 of your forward outposts, and destroy all 4 of the enemy forward outposts, and the enemy will start a rapid ticket bleed

[B]Skirmish (SKM)[/B]
- Increased capture radius for most skirmish layers
- Added Supply Crates at most CP's for kit requests
- Updated many maps to include more CP's for skirmish
- Updated ticket bleed on many skirmish layers

[B]Counter-Attack (CA)[/B]
- Removed Counter-Attack game mode from v0.85, will return in the future, bundled together with the new "Scenario" game mode

[SIZE="4"][B][U]Equipment and Team Assets[/U][/B][/SIZE]
- Added new team specific large supply crates
- Updated the new large supply crates so that they are now team locked. Players can only rearm and request kits from your own teams crates, crates are marked with the faction flag to indicate ownership. Cannot rearm or request off enemy crates.
- Added new Vehicle Depot to all main bases for vehicle and infantry rearming, repairs and healing
- Added new deployable repair station, deployed from logistics trucks, this station slowly repairs vehicles in a 20 meter radius, each logistics truck can deploy 1 repair station

[SIZE="4"][B][U]Factions[/U][/B][/SIZE]
- Added new Taliban Faction for all maps based in Afghanistan
- Added new Russian Faction
- Updated Iraqi Insurgent Faction with new models and kit loadouts
- Updated Chechen Rebel Faction with new kit loadouts
- Updated All Factions to include new faces, each faction now has 4 distinct faces

[SIZE="4"][B][U]Icons and Map Display[/U][/B][/SIZE]
- Added new kit icons for all kits
- Added new Squad Leader Command icons: Attack, Defend, Observe, Build
- Added new icons for Command Post and Vehicle Depot
- Added all new kit icons on the kit dropbags (so kits on the ground will now have accurate kit icons)
- Removed ammo counter background
- Removed icons above nametags with "3d map" on
- Removed direction arrows on minimap soldiers
- Updated CP name coloring on the map so they are easier to read
- Updated the red screen overlay when bleeding, to tone down the blood texture a bit
- Updated many vehicle icons to have their own unique icon (TOW humvee, logistics trucks, unarmed jeeps, etc)
- Updated compass transparency and outline to be a lighter grey, but more visible
- Updated position of VOIP, heal and ammo icons to be bottom right instead of middle of screen

[SIZE="4"][B][U]Sounds[/U][/B][/SIZE]
- Added many new weapon and vehicle sounds
- Update to the BF2 EAX audio system
- Updates and improvements to the PR Distant sound system
- Added new military-style radio filtering for the Q and T commo rose commands
- Added new loading music for some of the new maps
- Added new win/lose music for the Russians
- Added new British Commander Voices
- Added new voip activate/deactivate sounds when speaking to Commander "V".
- Added 1/2 second of silence to the start of air asset lock warnings. This means that AA missiles should be headed your way before you get the warning.
- Increased volume and distance of engines and tracks on most Jeeps, APCs, Tanks as well as civilian vehicles
- Updated coaxial reloads so they are now on the left or right channel only
- Updated APC firing sounds to be louder and more realistic
- Removed "running low on reinforcements" bf2 voices
- Fixed ZIS3 AT Cannon reload sound

[SIZE="4"][B][U]Misc Changes and Bug Fixes[/U][/B][/SIZE]
- Updated Main Menu screens
- Fixed a bunch of statics that were not properly drawing at long range
- Fixed training mode so it no longer appears in server browser with the list of public internet servers (must go into training tab to join these servers)
- Fixed the soldier dead bodies, they will no longer fade out / look transparent (still disappear after 3 minutes)
- Added carrier protection so AA missles can no longer destroy helicopters on the deck of the carriers.
- Added (not by choice :P ) new consequences for picking up enemy weapons. Now if you pickup an enemy kit, you will also pick up their helmet, mag pouches and gear.
- Removed dirtbike passenger ability to fire weapons (no more drive-by IEDs)
- Updated Re-allocation rules for Officer kit to allow Squad Leaders whom may have lost their kit to easily obtain a new one
- Updated Forward Outpost Logic, must be set at least 300m away from another FO.
- Updated Forward Outpost Logic, must be set at least 300m (600m on 4km maps) away from your Command Post.
- Updated Forward Outpost Logic, can be deployed by a squad leader with the Officer or Engineer kit.
- Updated Forward Outpost Logic, FO will lose their spawn point if 3+ enemies get close to it. After killing the enemy, the spawn point will reappear in a minute or two.

[CENTER][B]Plus many many many more changes - check the full v0.85 changelog[/B][/CENTER]

STATICS: Added a bunch of new statics to the repo including the new truck trailer, small version of the vbf2 brick wall and the fw terrain cover. (rhino)
STATICS: Removed repair and supply ability from commander posts (falkun)
STATICS: Added lightmap samples for the afghan north statics from crf (rhino)
STATICS: Removed some unneeded statics. (rhino)
STATICS: Updated target static with cull radius of 6 to see if it will draw further. (fuzzhead)
STATICS: Added a bunch of militia statics and other new statics as well as textures required for west fallujah. (rhino)
STATICS: Increased cull distance on the target and made the mat on it wood thin. (rhino)
STATICS: Set dragonteeth to draw at long range (jaymz)
STATICS: Added missing texture for fallujah's terrain cover. (rhino)

ASSETS: Added Stigger's version of the chinook to the repo without LODs and deleted IceKillers model. (rhino)
ASSETS: Added new version of the Chinook with LODs to the repo from Stigger. (rhino)

HUDS: Added crosshair to WZ-11 HUD (falkun)

LOCALIZATION: small edits to tad sae CP names (fuzzhead)
LOCALIZATION: more updates to cp names (fuzzhead)
LOCALIZATION: small adjustments made to end of round team names on scoreboard (fuzzhead)
LOCALIZATION: updated to 852, reworded some commo messages (fuzzhead)
LOCALIZATION: Fixed crashing on prmessages.utxt (ancientman)

PYTHON: Updated training to have sv.novehicles = 0 while all others sv.novehicles = 1. (dbzao)
PYTHON: Updated random cps to consider the second digit in the supplyGroupId as the number of CPs to be left in the group after the random removal. So if sgid = 21, then group = 2 and leave = 1; sgid = 22, group = 2 and leave = 2; sgid = 2 or sgid = 20, then group = 2 and leave = all (not random). (dbzao)
PYTHON: Added APC category to the constants. (dbzao)
PYTHON: Updated death ticket handler. Insurgency should work better now, without the weird ticket numbers sometimes. (dbzao)
PYTHON: Updated deployable asset rules to not allow building Forward Outposts close to main base (400m for 2Km maps or lower and 800m for bigger). (dbzao)
PYTHON: Removed jeep spawning from FOs. (dbzao)
PYTHON: Updated some code in attempt to avoid spawning in wrong squad rally points. (dbzao)
PYTHON: Updated kit request to allow SLs to request the officer kit if they lost it even if it was allocated before. (dbzao)

MATERIALS: Set incendiary grenade to do full damage to civilian vehicles. (jaymz)
MATERIALS: Set proper material for Canvas (jaymz)
MATERIALS: Further increased incendiary damage vs ammo caches. 1 should take out a cache now. (jaymz)
MATERIALS: Prevented 50cal from damaging penetrable cloth material. Shooting Logistic Truck canvas with 50cal and lower projectiles should now do NO damage to the truck. (jaymz)

PYTHON: Updated forward outpost rule to not allow deploying too close to command post. (dbzao)
PYTHON: Updated CnC with new bleed logic. If your team has 4 FOs and the enemy has none, the enemy will bleed one ticket per second. (dbzao)
PYTHON: Added ticket loss to different vehicles types for all game modes (-10 = armor, jets, apcs, helicopters, forward outposts, -5 = transport jeeps/trucks, -3 = ground defenses, -1 = soldiers). (dbzao)
PYTHON: Updated training to not lose any tickets for death or vehicle destroyed. (dbzao)
PYTHON: Attempt to fix spawning in wrong rally point. (dbzao)
PYTHON: Added civilian kit to the kits allowed to place forward outposts/hideouts. (dbzao)
PYTHON: If a coalition player kills a civilian outside the ROE, his score is reset to 0 (and all other penalties applied as well). (dbzao)
PYTHON: Attempt to fix the issue of kills not being counted if the enemy didn't respawn and the round ended. (dbzao)
PYTHON: Increased kit request distance from bunkers/firebases to be 10m instead of 5m. Added fixed_carrier as 200m radius kit request location to be used at carriers. Added m2a2 apc as kit req location to usmc if needed at some maps (fallujah). (dbzao)
PYTHON: Updated insurgency to spawn the rpk in the caches. (dbzao)
PYTHON: Updated insurgency to zero the score of the insurgent traitor that destroys a cache. (dbzao)
PYTHON: Update to make sure the insurgents don't lose tickets for anything but caches destroyed. (dbzao)
PYTHON: Added the new soldier bodies to the constants file. (dbzao)
PYTHON: Increased wounded time to 3 minutes. (dbzao)
PYTHON: Updated taliban to have hideouts and no other deployable asset. (dbzao)
PYTHON: Added crewman restriction to the logistics truck and removed the restrictions from normal trucks. (dbzao)
PYTHON: Updated insurgency to reveal the first objective to the coalition only ~4 minutes into the round. (dbzao)
PYTHON: Added a bunch of new vehicles to the kit requirements list and startup delay (some will not lock the turrets yet). (dbzao)
PYTHON: Replaced sandbags with the pillbox for deployable asset. (dbzao)
PYTHON: Updated soldier bodies naming. (dbzao)
PYTHON: Updated ticket penalties of deployable assets to only count if it was destroyed by the enemy. (dbzao)
PYTHON: Added spawn points to caches in Insurgency that will be deleted if the cache is revealed or destroyed. (dbzao)
PYTHON: Added different message for insurgents trying to deploy assets with the wrong kit. (dbzao)
PYTHON: Removed pilot kit request from militia and taliban. (dbzao)
PYTHON: Added the two new soldier mec bodies to constants file. (dbzao)
PYTHON: Attempt to fix issues with not being able to delete some markers. (dbzao)
PYTHON: Some changes to markers to try make them more reliable. You may need to wait 5 seconds to do an action like delete one so the code can load it. (dbzao)
PYTHON: Removed the crewman kit requirement to logistics truck. (dbzao)
PYTHON: Updated insurgency to delete the cache spawn point only when the coalition gets the revealed message. (dbzao)
PYTHON: Updated kit request rules to only accept requesting from APCs and SUPPLY CRATES. Updated deployable assets rules to check for factin specific supply crates. (dbzao)
PYTHON: Added limit of 16 players to public training servers. (dbzao)
PYTHON: Renamed realitycommander to realityassets just because I want to and I can, and nobody will do anything about it. (dbzao)
PYTHON: Added code to disable forward outpost spawn if enemies are close. (dbzao)
PYTHON: Lowered distance between FOs to 300m from 400m. Also lowere distance of assets from FOs to 150m from 200m. (dbzao)
PYTHON: Added the two new british soldier bodies to constants file (dbzao)

STATICS: Added new deployable 50cal nest and pillbox from Coderedfox. (jaymz)
STATICS: Fixed the terrain cover and added lods and increased the cull distance for a few objects. (rhino)
STATICS: New dual-purpose deployable razorwire from Fox. (jaymz)

ASSETS: Added new lynx textures I just made for Trahn in .psd format to the repo. (rhino)
ASSETS: Added repair crate and both requesting transport icons to Chuc's Icons (chuc)
ASSETS: Updated new razorwire to spawn as wreck. Fixed some dummy objects. (dbzao)
ASSETS: Reverted razorwire spawning wreck as it actually doesn't have a wreck model. (dbzao)

MENU: Updated fonts used in menus (ancientman)
MENU: Updated CP name font, should be easier to read on more maps now (ancientman)
MENU: Updated credits (needs a good look at for any corrections) (ancientman)

WEAPONS: Gave the grenade trap the same gui index as the mines, so you can place mine warning markers via q-comm rise (chuc)
WEAPONS: Reduced max projectiles for grenade traps to 4 (chuc)
WEAPONS: Changed wrench index number to 4 to prevent clashing and crashing (chuc)
WEAPONS: Synced and tweaked some sounds with the Alquds (chuc)
WEAPONS: Synced wrench deploy sound (chuc)
WEAPONS: Updated textures on some shotguns (chuc)
WEAPONS: Extended range of bayonets to be nearly double that of knives (chuc)
WEAPONS: Added new 3p Simonov animations (chuc)
WEAPONS: Tweaked M24/M40A3 3p prone bolt animation so the left hand is on the stock (chuc)
WEAPONS: Added different slash animation for the AKM bayonet (chuc)
WEAPONS: Reverted C4 and pipebomb IEDs to .8 level velocity for throwing (5) (chuc)
WEAPONS: Resynced M249 reload sound (chuc)
WEAPONS: Tweaked epipen 3p stabbing animation (chuc)
WEAPONS: Set M14, QBU88 and M24 rifles to use correct zoom values and transistions (chuc)
WEAPONS: Brought proximity IED up to scratch in terms of code (chuc)
WEAPONS: Index 9 TM62 mine added (chuc)
WEAPONS: Saiga 12k slugshot batch size fixed (reduced from 8 to 1) (chuc)
WEAPONS: Reduced buckshot subdeviation to 0.8 under nedland's calculations on spread (chuc)
WEAPONS: Added slugshot texture variant where the shell is coloured white, and the buckshot is coloured red (chuc)
WEAPONS: New 3p L115A1 animations added (chuc)
WEAPONS: Added unused 3p throw animation for the incendiary grenades (chuc)
WEAPONS: Set overheat pattern of light machine guns to roughly 200-300 rounds, upon reaching the threshold, it will take a rate of 2 seconds per shot to cool down (chuc)
WEAPONS: Set overheat pattern of coaxials to 300 rounds, upon reaching the threshold, it will take a rate of 2 seconds per shot to cool down (chuc)
WEAPONS: Set overheat pattern of HMGs to 30 rounds, upon reaching the threshold, it will take a rate of 2 seconds per shot to cool down (chuc)
WEAPONS: Set overheat pattern of HMGs to 150 rounds, upon reaching the threshold, it will take a rate of 2 seconds per shot to cool down (chuc)
WEAPONS: Changed the overheating penalty for all weapons to be a severe 30 seconds, but reduced cooldown period to nil to be 1 minute (significantly faster than values of around 10 minutes heheh..) (chuc)
WEAPONS: Light machine guns overheat penality changed to 30 seconds, but cooldown rate increased to accomodate for 10-15 round bursts with 3 seconds between (chuc)
WEAPONS: Coaxials overheat penality changed to 30 seconds, but cooldown rate increased to accomodate for 10-15 round bursts with 3 seconds between (chuc)
WEAPONS: Miniguns overheat after 300 rounds, 10 second overheat penalty, with a sustainable burst of 10 rounds with 3 second cooldown (chuc)
WEAPONS: Tweaked round with the standing grenade throw animation (chuc)
WEAPONS: Attempt to fix the funny sounds on the camera weapon, for the camera kit (chuc)
WEAPONS: Reverted necessary deleted animations for the M249 deployed (chuc)
WEAPONS: Reduced number of rounds fired before overheat by about 30-40 rounds for LMGs, to conpensate for the amount of cooldown experienced during reloading (chuc)

MUSIC: Fixed Taliban win/lose music (was using GB music, now using MEC) (jaymz)

EFFECTS: Removed XLarge effect from repair drop. (jaymz)

DEPLOYABLES: Fixed deployable HMG iron sights from Trahn. Needs testing to make sure they all work nicely (the Kord, the M2 and the Type85). (jaymz)
DEPLOYABLES: Fixed up meshes for 50cals from Fox (jaymz)
DEPLOYABLES: Deployable 50cal ironsight views are now perfectly aligned. (jaymz)

EFFECTS: tweaked smoke effect used on fallujah and ramiel that was causing major lag to be much smaller etc so with any luck it wont lag. (rhino)
EFFECTS: Fixed issue with cisternSmoke effect. (dbzao)
EFFECTS: Added new effects from coderedfox. (dbzao)
EFFECTS: Reverted Cistern Smoke to prevent crashing (chuc)

VEGETATION: Added new deadcrop texture/mesh from coderedfox. (dbzao)

[U][B]0.856[/B][/U]

HUD: Fix for selecting a kit slot that doesn't exist on the other team, team swapping, and spawning, resulting in a server crash. Now it selects slot 3 every time you change teams. (ancientman)
HUD: Fixed medic map icon still having direction arrow (ancientman)

PYTHON: Removed ranked setting for server browser. (dbzao)
PYTHON: Updated insurgent logic to have wounded time. Updated civ logic to not give penalty to coalition if civilian was using medicbag/epipen for the last minute and got killed. (dbzao)
PYTHON: Removed lock for avenger gunner because it was causing issues. Will still get wrong kit message, black screen and arm delay for the guns. (dbzao)

MENU: Updated main menu to fix up the training and normal internet browser filters (really this time) (ancientman)

VEHICLES: Prevented dirtbike passenger from using weapons. (egor)
VEHICLES: Set BRDM-Spandrel to use the right missile projectile. (jaymz)
VEHICLES: Added delay to use to Avenger and Gaskin. (dbzao)
VEHICLES: Optimized blackhawk extras texture by saving it in DXT 1 instead of DXT5 which it didn't need. (rhino)
VEHICLES: Added the Discoball to the Lynx. (rhino)

GENERAL: Moved pr.exe to assets as it is no longer needed (ancientman)
GENERAL: Deleted old manual. (dbzao)
GENERAL: Updated 0.85 manual from spearhead. (dbzao)

KITS: gave taliban officer shovel instead of pistol (fuzzhead)
KITS: gave taliban at kit weapon with 7 mags to go along with other at kit loadouts (fuzzhead)
KITS: added epipen to collaborator (fuzzhead)
KITS: Removed sprint dissipation code form all kits. Only reference to stamina will be in the soldier files from now on. (jaymz)
KITS: Attempted fix for the MEInsurgents crashing issue (chuc)
KITS: Added back the repair ability to insurgent officer. (dbzao)
KITS: Fixed some insurgent ability numbers. (dbzao)
KITS: Fixed taliban AA not having a primary weapon. (dbzao)

EFFECTS: Added back old smoke effect, ppl who thought they lagged on it in the past on fallujah please test it. (rhino)

DEPLOYABLES: Razorwire updates from Fox (jaymz)
DEPLOYABLES: Removed new razorwire because it was causing the game to instantly crash as soon as the "create" button was clicked. (jaymz)
DEPLOYABLES: Fixed foxhole material order. (dbzao)
DEPLOYABLES: Razorwire fixes from Fox (will need texture update) (jaymz)
DEPLOYABLES: Fixed razorwire objects. Looks like it doesn't have a wreck geometry... spawning with 0 hitpoints but it just stays the same. It will just "bleed" out for 5 min until it disappears. (dbzao)
DEPLOYABLES: Even newer razorwire from Fox (jaymz)
DEPLOYABLES: Fixed razorwire objects... again... (dbzao)
DEPLOYABLES: Updated razorwire meshes. (dbzao)
DEPLOYABLES: Fixed razorwire materials order. (dbzao)